Vor'tha Initiate (CR 6)
XP 2,400
NE Medium monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +10
Aura chill body
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 37 (5d10+10)
Fort +5, Ref +6, Will +6; +2 bonus on saving throws against ability drain, death effects, disease, energy drain, paralysis, and poison
Defensive Abilities black blood spray; DR 5/slashing and piercing; Immune cold
OFFENSE
Speed 30 ft.; fly 20 ft. (average)
Melee +1 scimitar +9 (2d4+1/19-20)
Space 5 ft.; Reach 10 ft.
Special Attacks black blood bolt
Spell-Like Abilities (CL 5th, concentration +8)
3/day–chill touch (DC 14)
1/day–unshakable chill (DC 15)
Spells Known (CL 5th, concentration +8)
2nd (5/day)–kinetic reverberation (DC 15), warding weapon
1st (7/day)–cause fear (DC 14), magic missile (DC 14), obscuring mist, ray of enfeeblement (DC 14)
0 (at will)–bleed (DC 13), daze (DC 13), detect magic, mage hand, ray of frost (DC 13), touch of fatigue (DC 13)
STATISTICS
Str 13, Dex 15, Con 14, Int 16, Wis 15, Cha 17
Base Atk +5; CMB +6; CMD +18
Feats Combat Reflexes, Great Fortitude, Improved Initiative
Skills Bluff +8, Fly +10, Intimidate +11, Knowledge (arcana) +9, Perception +10, Spellcraft +9, Stealth +10
Languages Aklo, Common, Draconic, Elven
SPECIAL ABILITIES
Black Blood Bolt (Su)
A vor’tha can release a black bolt of eldritch energy drawn from his own blood. A black blood bolt deals 1d8 points of cold damage + 1 point of cold damage per Hit Dice the vor’tha possess. The target can make a Reflex save (DC 14) for half damage. If the save fails, the target is also sickened for 1d4 rounds. This ability can be used a number of times per day equal to 3 + the vor’tha’s Charisma modifier.
Blood Spray (Su)
Whenever a vor’tha is hit by an attack or spell that deals slashing or piercing damage, his black blood sprays up to 10 feet toward the opponent who attacked him, striking the first creature along its path. That creature takes 1d6 points of cold damage + 1 point of cold damage for every 2 Hit Dice the vor’tha possesses. A successful Reflex save (DC 10 + 1/2 the vor’tha’s Hit Dice + the vor’tha’s Constitution modifier) halves the damage.
Chill Body
A vor’tha’s body radiates a palpable chill. Anyone striking a vor’tha with a natural weapon or unarmed strike takes 1d6 points of cold damage. A creature that grapples a vor’tha or is grappled by one takes 2d6 points of cold damage each round the grapple persists.
Long Arms (Ex)
A vor’tha’s arms are longer than other creatures of his size. His reach increase by 5 ft.
Spells
A vor’tha initiate casts spells as a 5th level sorcerer.
ECOLOGY
Environment any
Organization solitary or conclave (2–5 vor’tha)
Treasure standard